wine/dlls/wined3d/stateblock.c
2007-11-14 11:58:36 +01:00

1324 lines
68 KiB
C

/*
* state block implementation
*
* Copyright 2002 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
/***************************************
* Stateblock helper functions follow
**************************************/
/** Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
IWineD3DStateBlockImpl *This = object;
#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
WINED3D_MEMCHECK(object->pixelShaderConstantF);
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
WINED3D_MEMCHECK(object->vertexShaderConstantF);
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->contained_vs_consts_f);
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->contained_ps_consts_f);
list_init(&object->set_vconstantsF);
list_init(&object->set_pconstantsF);
#undef WINED3D_MEMCHECK
return WINED3D_OK;
}
/** Copy all members of one stateblock to another */
void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
/* Single values */
dest->indices = source->indices;
dest->material = source->material;
dest->fvf = source->fvf;
dest->viewport = source->viewport;
dest->vertexDecl = source->vertexDecl;
dest->pixelShader = source->pixelShader;
dest->vertexShader = source->vertexShader;
dest->scissorRect = dest->scissorRect;
/* Fixed size arrays */
memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
/* Dynamically sized arrays */
memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
}
/** Set all members of a stateblock savedstate to the given value */
void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
/* Single values */
states->indices = value;
states->material = value;
states->fvf = value;
states->viewport = value;
states->vertexDecl = value;
states->pixelShader = value;
states->vertexShader = value;
states->scissorRect = value;
/* Fixed size arrays */
memset(states->streamSource, value, bsize * MAX_STREAMS);
memset(states->streamFreq, value, bsize * MAX_STREAMS);
memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
}
void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source) {
int l;
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
/* IUnknown fields */
Dest->lpVtbl = This->lpVtbl;
Dest->ref = This->ref;
/* IWineD3DStateBlock information */
Dest->parent = This->parent;
Dest->wineD3DDevice = This->wineD3DDevice;
Dest->blockType = This->blockType;
/* Saved states */
stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
/* Single items */
Dest->fvf = This->fvf;
Dest->vertexDecl = This->vertexDecl;
Dest->vertexShader = This->vertexShader;
Dest->streamIsUP = This->streamIsUP;
Dest->pIndexData = This->pIndexData;
Dest->baseVertexIndex = This->baseVertexIndex;
/* Dest->lights = This->lights; */
Dest->clip_status = This->clip_status;
Dest->viewport = This->viewport;
Dest->material = This->material;
Dest->pixelShader = This->pixelShader;
Dest->glsl_program = This->glsl_program;
memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
/* Lights */
memset(This->activeLights, 0, sizeof(This->activeLights));
for(l = 0; l < LIGHTMAP_SIZE; l++) {
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
LIST_FOR_EACH(e1, &This->lightMap[l]) {
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
memcpy(light2, light, sizeof(*light));
list_add_tail(&Dest->lightMap[l], &light2->entry);
if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
}
}
/* Fixed size arrays */
memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
/* Dynamically sized arrays */
memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
}
/**********************************************************
* IWineD3DStateBlockImpl IUnknown parts follows
**********************************************************/
static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
return refCount;
}
static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
constants_entry *constant, *constant2;
int counter;
/* type 0 represents the primary stateblock, so free all the resources */
if (This->blockType == WINED3DSBT_INIT) {
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
if (This->textures[counter]) {
/* release our 'internal' hold on the texture */
if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
}
}
}
}
for (counter = 0; counter < MAX_STREAMS; counter++) {
if(This->streamSource[counter]) {
if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
}
}
}
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
struct list *e1, *e2;
LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
list_remove(&light->entry);
HeapFree(GetProcessHeap(), 0, light);
}
}
HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
HeapFree(GetProcessHeap(), 0, constant);
}
LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
HeapFree(GetProcessHeap(), 0, constant);
}
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
}
/**********************************************************
* IWineD3DStateBlockImpl parts follows
**********************************************************/
static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IUnknown_AddRef(This->parent);
*pParent = This->parent;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
*ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
IWineD3DDevice_AddRef(*ppDevice);
return WINED3D_OK;
}
static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
UINT i;
/* Lights... For a recorded state block, we just had a chain of actions to perform,
* so we need to walk that chain and update any actions which differ
*/
for(i = 0; i < LIGHTMAP_SIZE; i++) {
struct list *e, *f;
LIST_FOR_EACH(e, &This->lightMap[i]) {
BOOL updated = FALSE;
PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
if(!src->changed || !src->enabledChanged) continue;
/* Look up the light in the destination */
LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
if(realLight->OriginalIndex == src->OriginalIndex) {
if(src->changed) {
memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
}
if(src->enabledChanged) {
/* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
* or disabled -> enabled -> disabled changes
*/
if(realLight->glIndex == -1 && src->glIndex != -1) {
/* Light disabled */
This->activeLights[src->glIndex] = NULL;
} else if(realLight->glIndex != -1 && src->glIndex == -1){
/* Light enabled */
This->activeLights[realLight->glIndex] = src;
}
src->glIndex = realLight->glIndex;
}
updated = TRUE;
break;
}
}
if(updated) {
/* Found a light, all done, proceed with next hash entry */
continue;
} else if(src->changed) {
/* Otherwise assign defaul params */
memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
} else {
/* Not enabled by default */
src->glIndex = -1;
}
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
unsigned int i, j;
TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
/* If not recorded, then update can just recapture */
if (This->blockType == WINED3DSBT_RECORDED) {
/* Recorded => Only update 'changed' values */
if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
This->vertexShader = targetStateBlock->vertexShader;
}
/* Vertex Shader Float Constants */
for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
i = This->contained_vs_consts_f[j];
TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
targetStateBlock->vertexShaderConstantF[i * 4],
targetStateBlock->vertexShaderConstantF[i * 4 + 1],
targetStateBlock->vertexShaderConstantF[i * 4 + 2],
targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
}
/* Vertex Shader Integer Constants */
for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
i = This->contained_vs_consts_i[j];
TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
targetStateBlock->vertexShaderConstantI[i * 4],
targetStateBlock->vertexShaderConstantI[i * 4 + 1],
targetStateBlock->vertexShaderConstantI[i * 4 + 2],
targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
}
/* Vertex Shader Boolean Constants */
for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
i = This->contained_vs_consts_b[j];
TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
}
/* Pixel Shader Float Constants */
for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
i = This->contained_ps_consts_f[j];
TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
targetStateBlock->pixelShaderConstantF[i * 4],
targetStateBlock->pixelShaderConstantF[i * 4 + 1],
targetStateBlock->pixelShaderConstantF[i * 4 + 2],
targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
}
/* Pixel Shader Integer Constants */
for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
i = This->contained_ps_consts_i[j];
TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
targetStateBlock->pixelShaderConstantI[i * 4],
targetStateBlock->pixelShaderConstantI[i * 4 + 1],
targetStateBlock->pixelShaderConstantI[i * 4 + 2],
targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
}
/* Pixel Shader Boolean Constants */
for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
i = This->contained_ps_consts_b[j];
TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
}
/* Others + Render & Texture */
for (i = 0; i < This->num_contained_transform_states; i++) {
TRACE("Updating transform %d\n", i);
memcpy(&This->transforms[This->contained_transform_states[i]],
&targetStateBlock->transforms[This->contained_transform_states[i]],
sizeof(WINED3DMATRIX));
}
if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
}
if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
This->vertexDecl = targetStateBlock->vertexDecl;
}
if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
This->fvf = targetStateBlock->fvf;
}
if (This->changed.material && memcmp(&targetStateBlock->material,
&This->material,
sizeof(WINED3DMATERIAL)) != 0) {
TRACE("Updating material\n");
memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
}
if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
&This->viewport,
sizeof(WINED3DVIEWPORT)) != 0) {
TRACE("Updating viewport\n");
memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
}
if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
&This->scissorRect,
sizeof(targetStateBlock->scissorRect)))
{
TRACE("Updating scissor rect\n");
memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
}
for (i = 0; i < MAX_STREAMS; i++) {
if (This->changed.streamSource[i] &&
((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
(This->streamSource[i] != targetStateBlock->streamSource[i]))) {
TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
targetStateBlock->streamStride[i]);
This->streamStride[i] = targetStateBlock->streamStride[i];
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
if (This->changed.streamFreq[i] &&
(This->streamFreq[i] != targetStateBlock->streamFreq[i]
|| This->streamFlags[i] != targetStateBlock->streamFlags[i])){
TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
targetStateBlock->streamFlags[i]);
This->streamFreq[i] = targetStateBlock->streamFreq[i];
This->streamFlags[i] = targetStateBlock->streamFlags[i];
}
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
&This->clipplane[i],
sizeof(This->clipplane)) != 0) {
TRACE("Updating clipplane %d\n", i);
memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
sizeof(This->clipplane));
}
}
/* Render */
for (i = 0; i < This->num_contained_render_states; i++) {
TRACE("Updating renderState %d to %d\n",
This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
}
/* Texture states */
for (j = 0; j < This->num_contained_tss_states; j++) {
DWORD stage = This->contained_tss_states[j].stage;
DWORD state = This->contained_tss_states[j].state;
TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
}
/* Samplers */
/* TODO: move over to using memcpy */
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
if (This->changed.textures[j]) {
TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
This->textures[j] = targetStateBlock->textures[j];
}
}
for (j = 0; j < This->num_contained_sampler_states; j++) {
DWORD stage = This->contained_sampler_states[j].stage;
DWORD state = This->contained_sampler_states[j].state;
TRACE("Updating sampler state %d,%d to %d (was %d)\n",
stage, state, targetStateBlock->samplerState[stage][state],
This->samplerState[stage][state]);
This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
}
if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
This->pixelShader = targetStateBlock->pixelShader;
}
record_lights(This, targetStateBlock);
} else if(This->blockType == WINED3DSBT_ALL) {
This->vertexDecl = targetStateBlock->vertexDecl;
memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
record_lights(This, targetStateBlock);
memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
This->clip_status = targetStateBlock->clip_status;
This->viewport = targetStateBlock->viewport;
This->material = targetStateBlock->material;
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
This->scissorRect = targetStateBlock->scissorRect;
if(targetStateBlock->pIndexData != This->pIndexData) {
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
if(This->vertexShader != targetStateBlock->vertexShader) {
if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
This->vertexShader = targetStateBlock->vertexShader;
}
if(This->pixelShader != targetStateBlock->pixelShader) {
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
This->pixelShader = targetStateBlock->pixelShader;
}
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
record_lights(This, targetStateBlock);
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
}
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
}
}
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
}
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
if(This->vertexShader != targetStateBlock->vertexShader) {
if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
This->vertexShader = targetStateBlock->vertexShader;
}
} else if(This->blockType == WINED3DSBT_PIXELSTATE) {
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
}
for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
}
}
for (j = 0; j < MAX_TEXTURES; j++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
}
}
if(This->pixelShader != targetStateBlock->pixelShader) {
if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
This->pixelShader = targetStateBlock->pixelShader;
}
}
TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
return WINED3D_OK;
}
static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
UINT i;
for(i = 0; i < LIGHTMAP_SIZE; i++) {
struct list *e;
LIST_FOR_EACH(e, &This->lightMap[i]) {
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
if(light->changed) {
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
}
if(light->enabledChanged) {
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
}
}
}
}
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
/*Copy thing over to updateBlock is isRecording otherwise StateBlock,
should really perform a delta so that only the changes get updated*/
UINT i;
UINT j;
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
TRACE("Blocktype: %d\n", This->blockType);
if(This->blockType == WINED3DSBT_RECORDED) {
if (This->changed.vertexShader) {
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
}
/* Vertex Shader Constants */
for (i = 0; i < This->num_contained_vs_consts_f; i++) {
IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_i; i++) {
IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_b; i++) {
IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
}
apply_lights(pDevice, This);
if (This->changed.pixelShader) {
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
}
/* Pixel Shader Constants */
for (i = 0; i < This->num_contained_ps_consts_f; i++) {
IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_i; i++) {
IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_b; i++) {
IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
}
/* Render */
for (i = 0; i <= This->num_contained_render_states; i++) {
IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
This->renderState[This->contained_render_states[i]]);
}
/* Texture states */
for (i = 0; i < This->num_contained_tss_states; i++) {
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
/* TODO: Record a display list to apply all gl states. For now apply by brute force */
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
}
/* Sampler states */
for (i = 0; i < This->num_contained_sampler_states; i++) {
DWORD stage = This->contained_sampler_states[i].stage;
DWORD state = This->contained_sampler_states[i].state;
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
}
for (i = 0; i < This->num_contained_transform_states; i++) {
IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
&This->transforms[This->contained_transform_states[i]]);
}
if (This->changed.indices) {
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
}
if (This->changed.fvf) {
IWineD3DDevice_SetFVF(pDevice, This->fvf);
}
if (This->changed.vertexDecl) {
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
}
if (This->changed.material ) {
IWineD3DDevice_SetMaterial(pDevice, &This->material);
}
if (This->changed.viewport) {
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
}
if (This->changed.scissorRect) {
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
}
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
for (i=0; i<MAX_STREAMS; i++) {
if (This->changed.streamSource[i])
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
if (This->changed.streamFreq[i])
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
}
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
if (This->changed.textures[j]) {
if (j < MAX_FRAGMENT_SAMPLERS) {
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
} else {
IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
}
}
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
if (This->changed.clipplane[i]) {
float clip[4];
clip[0] = This->clipplane[i][0];
clip[1] = This->clipplane[i][1];
clip[2] = This->clipplane[i][2];
clip[3] = This->clipplane[i][3];
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
}
}
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
This->vertexShaderConstantF + i * 4, 1);
}
for (i = 0; i < MAX_CONST_I; i++) {
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
This->vertexShaderConstantI + i * 4, 1);
}
for (i = 0; i < MAX_CONST_B; i++) {
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
This->vertexShaderConstantB + i, 1);
}
apply_lights(pDevice, This);
for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
This->textureState[j][SavedVertexStates_T[i]]);
}
}
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
This->samplerState[j][SavedVertexStates_S[i]]);
}
}
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
IWineD3DDevice_SetSamplerState(pDevice,
WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
SavedVertexStates_S[i],
This->samplerState[j][SavedVertexStates_S[i]]);
}
}
} else if(This->blockType == WINED3DSBT_PIXELSTATE) {
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
This->pixelShaderConstantF + i * 4, 1);
}
for (i = 0; i < MAX_CONST_I; i++) {
IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
This->pixelShaderConstantI + i * 4, 1);
}
for (i = 0; i < MAX_CONST_B; i++) {
IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
This->pixelShaderConstantB + i, 1);
}
for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
This->textureState[j][SavedPixelStates_T[i]]);
}
}
for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
This->samplerState[j][SavedPixelStates_S[i]]);
}
}
for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
IWineD3DDevice_SetSamplerState(pDevice,
WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
SavedPixelStates_S[i],
This->samplerState[j][SavedPixelStates_S[i]]);
}
}
} else if(This->blockType == WINED3DSBT_ALL) {
IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
This->vertexShaderConstantF + i * 4, 1);
}
for (i = 0; i < MAX_CONST_I; i++) {
IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
This->vertexShaderConstantI + i * 4, 1);
}
for (i = 0; i < MAX_CONST_B; i++) {
IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
This->vertexShaderConstantB + i, 1);
}
IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
This->pixelShaderConstantF + i * 4, 1);
}
for (i = 0; i < MAX_CONST_I; i++) {
IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
This->pixelShaderConstantI + i * 4, 1);
}
for (i = 0; i < MAX_CONST_B; i++) {
IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
This->pixelShaderConstantB + i, 1);
}
apply_lights(pDevice, This);
for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
}
for(j = 0; j < MAX_TEXTURES; j++) {
for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
}
}
/* Skip unused values between TEXTURE8 and WORLD0 ? */
for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
}
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
IWineD3DDevice_SetFVF(pDevice, This->fvf);
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
IWineD3DDevice_SetMaterial(pDevice, &This->material);
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
/* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
for (i=0; i<MAX_STREAMS; i++) {
IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
}
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
}
}
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
float clip[4];
clip[0] = This->clipplane[i][0];
clip[1] = This->clipplane[i][1];
clip[2] = This->clipplane[i][2];
clip[3] = This->clipplane[i][3];
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
}
}
((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
for(j = 0; j < MAX_TEXTURES - 1; j++) {
if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
break;
}
}
TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
union {
WINED3DLINEPATTERN lp;
DWORD d;
} lp;
union {
float f;
DWORD d;
} tmpfloat;
unsigned int i;
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
This->blockType = WINED3DSBT_INIT;
/* Set some of the defaults for lights, transforms etc */
memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
for (i = 0; i < 256; ++i) {
memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
}
TRACE("Render states\n");
/* Render states: */
if (ThisDevice->auto_depth_stencil_buffer != NULL) {
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
} else {
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
}
IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
lp.lp.wRepeatFactor = 0;
lp.lp.wLinePattern = 0;
IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
tmpfloat.f = 64.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
/* states new in d3d9 */
IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
/* clipping status */
This->clip_status.ClipUnion = 0;
This->clip_status.ClipIntersection = 0xFFFFFFFF;
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; i++) {
TRACE("Setting up default texture states for texture Stage %d\n", i);
memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
}
This->lowest_disabled_stage = 1;
/* Sampler states*/
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
TRACE("Setting up default samplers states for sampler %d\n", i);
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
}
/* Under DirectX you can have texture stage operations even if no texture is
bound, whereas opengl will only do texture operations when a valid texture is
bound. We emulate this by creating dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
ENTER_GL();
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
/* The dummy texture does not have client storage backing */
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
for (i = 0; i < GL_LIMITS(textures); i++) {
GLubyte white = 255;
/* Note this avoids calling settexture, so pretend it has been called */
This->changed.textures[i] = TRUE;
This->textures[i] = NULL;
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
/* Generate an opengl texture name */
glGenTextures(1, &ThisDevice->dummyTextureName[i]);
checkGLcall("glGenTextures");
TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
/* Generate a dummy 2d texture (not using 1d because they cause many
* DRI drivers fall back to sw) */
This->textureDimensions[i] = GL_TEXTURE_2D;
glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
checkGLcall("glBindTexture");
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage2D");
}
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
/* Reenable because if supported it is enabled by default */
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
LEAVE_GL();
/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
for (i = 0; i < MAX_PALETTES; ++i) {
int j;
for (j = 0; j < 256; ++j) {
This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
}
}
This->wineD3DDevice->currentPalette = 0;
/* Set default GLSL program to NULL. We won't actually create one
* until the app sets a vertex or pixel shader */
This->glsl_program = NULL;
TRACE("-----------------------> Device defaults now set up...\n");
return WINED3D_OK;
}
/**********************************************************
* IWineD3DStateBlock VTbl follows
**********************************************************/
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
/* IWineD3DStateBlock */
IWineD3DStateBlockImpl_GetParent,
IWineD3DStateBlockImpl_GetDevice,
IWineD3DStateBlockImpl_Capture,
IWineD3DStateBlockImpl_Apply,
IWineD3DStateBlockImpl_InitStartupStateBlock
};